A Comparison of CoD Classes and Halo Loadouts

One of the biggest comparisons people are relating Halo to Call of Duty is the Loadout system. Although they both share the same concepts, they are as different as night and day.

Since the exact details of what Halo 4’s Loadouts will involve, I’ll use Halo: Reach as the example, but first, I’ll detail the classes in Modern Warfare 3:

In Modern Warfare 3, there are a number of pre-set classes that you can chose from until you level up and access the “Create-a-Class” feature. There’s a handful of fully-customizable classes and more are unlocked when you Prestige. I think there’s a total of 10 Create-a-Classes, but I’m not sure.

In Create-A-Class, you have:
1) A Primary Weapon____ - AR, SMG, LMG, SR, Shotguns, Riot Shield
2) A Secondary Weapon__
__ - Handgun, Machine Pistols, Launchers

3) Lethal - Frag, Semtex, Throwing Knife, Bouncing Betty, Claymore, C4
4) Tactical - Flash, Concussion, Scrambler, EMP, Smoke, Trophy System, Tactical Insertion, Portable Radar

5) Perk 1
6) Perk 2
7) Perk 3

8) Strike Package - Killstreaks are now in sets for different styles of play.
9) Death Streak - Die enough, you’ll get a streak, usually temporary.

<em>__*__Most weapons can have 1 or more attachments depending if you have the perk selected. Attachments vary from sights to fore-grips to suppressors to under-mounted grenade launchers and shotguns. Most of the weapons are also leveled up, so you can also apply one modifier to the weapon such as making it more accurate or fire faster or whatever.</em>

In Halo: Reach, you have:
1) A Main Weapon____
2) A Secondary Weapon__
__

3) Grenade Type & Number - Frag, Plasma

4) Armor Ability - Sprint, Evade, Jetpack, Armor Lock, Drop Shield, Active Camo, Hologram

**There are no restrictions to what weapons you can equip in which spot. You can have a DMR main and a AR secondary, or a DMR main and Rockets secondary. The biggest difference between Halo: Reach Loadouts and CoD classes is that the Loadouts are pre-made by the developer and are usually gametype specific with the exception of Customs.

In Halo 4, we have confirmed:
1) A Primary Weapon____
2) A Secondary Weapon__
__

3) Grenade

4) Sprint is Default
5) An Armor Ability

6) Mod(?)

<em>__***__We have no confirmation whether or not Primary/ Secondary weapons are like Halo: Reach where you can chose whatever or like CoD where you can only have certain types of weapons as your Primary and certain types of weapons as your Secondary. 343 have also stated that the player will be able to freely change their Loadouts before a game.</em>
(If any of the info I said about Halo 4 is untrue, feel free to correct me. Still not 100% about everything.)

Magnum should be automatically set as secondary but you can pick if its: silenced, semi automatic, or 4SK (3SK is too powerful.) But thats just my opinion.

> Magnum should be automatically set as secondary but you can pick if its: silenced, semi automatic, or 4SK (3SK is too powerful.) But thats just my opinion.

If Halo had more side-arm type weapons I think this would be a good idea, but as far as we know, the only side-arm type weapons in Halo are the Magnum and Plasma Pistol. I’m sure 343 could add more of the handgun variants, but I think it would get too confusing considering they’re all pretty similar in one way or another.

From what alot of what Frankie is saying, we’re going more towards Gears of War 3 than MW3.

We pick 2 weapons(At least AR,Magnum,BR,DMR), a grenade(most likely frag and another that doesn’t kill when you’re at full shields/health), an AA, and a Mod(don’t know what it does).

I highly doubt Frankie, who thinks Halo 1’s Magnum is OP, will allow us to spawn with Rockets or Snipers.

> I highly doubt Frankie, who thinks Halo 1’s Magnum is OP, will allow us to spawn with Rockets or Snipers.

Obviously not, considering Power Weapons have been confirmed to be spawning on the map. And we’ve already seen a picture with the gametype being BR Slayer. So I’m guessing we chose our Loadout in-game right before the match starts and depending on the gametype, we are limited to certain weapons and other stuff.

We don’t need variants, they are what makes things unbalanced. Call of Duty and other games have X number of Assault Rifles, Y number of Sub machine Guns ect.
What makes halo balanced and (Back in the day) be part of the “Easy to learn/use but hard to master” philosophy.

I personally do not mind mild custom changes, but the whole point of Halo is it’s arena style, that me and you are identical, lets see who plays it better.
Accuracy, Timing, planing, all these things are what should determine a fights outcome (Among other things)

This is why I remain sceptical of Customisable load outs, pre-set load outs for different game types is fine.

An assortment of weapon variants can be balanced.

A Magnum-type handgun could be powerful, but slow shooting and has a high amount of recoil.
A ODST-type handgun could have a high rate of fire, but weak.

Thank you EpicGamerMonkey!!! They’re SOO different, and it’s about time someone showed all the hater How different they are.

> Thank you EpicGamerMonkey!!! They’re SOO different, and it’s about time someone showed all the hater How different they are.

The saddest thing is that this thread will eventually get buried under all the hate-threads.

I could have went into detail comparing Battlefield 3’s kits too, since CoD, BF3 and Halo: Reach are all competing against each other on the XBL top 20, but I think it would be redundant since BF3 is as different to CoD and Halo as Halo is to CoD. They all share the same concepts for classes, but they are all applied vastly differently.